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Synthesis

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Everything posted by Synthesis

  1. Just roll past it unless there is a trap there. Most jump attacks that beat your 2B can be rolled out of.
  2. So, I found out something super interesting: j.D resets don't work against back techs midscreen unless you jump backwards while doing them, move the wall of the screen closer to Liz so that the enemy can't tech nearly as far. With this same reset, you can roll forward to still cause a wall bounce, moving the wall near Elizabeth closer towards the opponent. Liz has to manipulate the actual field to do combos and resets. >.> Bitch is hard.
  3. Oh, I know. I didn't come up with it or anything I'm just suggesting it to C0R.
  4. C0R, have you tried doing 2C Concentrate 2C 214B AOA OMC Ghastly Wail? Deals more damage. =D
  5. I felt like I needed to get in on this. Bitch loves her coke.
  6. Oh. Just do Maragidyne > Sweep into airunblockable resets/5D Sweep is special cancellable so you can do it into 214A or 214B. Since they'll be in the air, these will catch them. If you would rather not work with the timing on these resets (they can be difficult) you can instead just do Sweep > 5D. I know that sweep SHOULDN'T be cancellable into 5D, but it seems to work in this case.
  7. Resets off throw in the corner: Throw FC 5C 2C 214B 2D dash 5AA 5B sweep SB.Garu 5B 5C(2) j.D reset Throw CH 5C 2C 214B 2D dash 5AA 5B sweep SB.Garu 5/2A 2B reset I'm really sorry about the double posts. =/
  8. Why not let them land and 5D/5C meaty mixup?
  9. Sorry, but I keep coming up with gimmicks because I can't land hits otherwise. This one is off AOA OMC Ghastly wail in the corner: Standard bnb > Mind Charge AOA OMC Ghastly Wail 5A 214A The 5A will catch them as they're falling, and they'll tech into the airunblockable 214A. Haven't tested it against forward teching yet. Will do that later. EDIT: Doing 5A 2B is MUCH better. It beats everything but Upwards techs and gives you an airunblockable setup all the same. Can combo into j.C SB.Garu for death.
  10. That's all we have that is concrete right now. Shadow Labrys, Teddie, Yu and Aigis are bad matchups, but we don't have solid numbers. Teddie is an awful AWFUL matchup, though. Liz likes people at mid-range, which is where Teddie can absolutely punish everything she does. 5B will just destroy her and on CH wall sticks for corner knockdown (awful defensive options) whereas Teddie has great rushdown and oki. We don't want Teddie on the other side of the screen either because of his items and the pain and suffering he inflicts with those. Super jump Items into airdashes etc... and we can't control that zone at all. Fire goes away if we get, so if he super jumps he can airdash in while we recover from Agi. Our 2B loses to all of his air attacks minus his j.A at our max range. It's a bad matchup, but we don't have concrete numbers yet.
  11. What I mean by she doesn't land hits unless they make a mistake is worded incorrectly. She only lands hits if you become impatient. The zones she controls are directly in front of her and directly above her. The recovery on these zoning options is what makes her bad. Agi/Zio can be super jumped and airdashed over with plenty of time to punish for a counter hit if you see/call the start up. Her 5C pressure is beaten by being patient. Sit there and block it and react to her slow as all hell command throw with 5D. Her biggest mixups come from OMC cancels point blank, but she doesn't want to be there. I land hits if they poke out against Thanatos full screen, if they jump directly above me etc... whereas everyone else has unblockables/high-low mixup/cross ups etc... they can use to score hits. And while getting hit by those things is also making a mistake, they aren't the same thing that I'm talking about: they can't be beaten simply by blocking low patiently. You have to respond to them properly whereas you only need to do that against 5D. Granted I do have a lot of damage if I land one of those hits (plus amazing oki) all of that is lost and I'm at a disadvantage if they burst or guard cancel. Elizabeth's neutral game is a tad weak against a decent amount of the cast, and Elizabeth has some of the worst matchups. Her bad matchups include Mitsuru, Shadow Labrys, Teddie and to an extent Aigis and Yu (haven't played the last two matchups) These aren't just 5.5-4.5 or 6-4 matchups: Mitsuru and Teddie are 7-3 and the hardest matchup I think I've played in a long time (minus I-No v. Slayer/Eddie) While I may have exaggerated a little bit previously (everyone does) she's still an awful character. But she's fun and there's new tech being discovered for her, so I'll stick to it.
  12. No, she's just bad. She only ever lands hits if the enemy makes a mistake. She can't pressure, certain characters can outzone her, she's heavily reliant on her Persona, which is extremely susceptible to dying if she's trying to score hits etc.... And those IK setups/combos are impractical minus the one that I found 2 days ago. That one is all sorts of AMAZING though.
  13. If you ever find yourself in this situation, you can also do this: Ghastly Wail FC > 5A 5C 2C 214B AOA OMC Ghastly Wail. Does 10.1k damage. Kills everyone but Kanji.
  14. Thanks for the video! We found a Japanese translation on how to do it on every character. It's extremely easy now.
  15. 236236D/C can be used to get out of his unblockable setup. Rolling is NOT reliable. I was past it earlier today and it STILL hit me. Just 236236 it.
  16. Like, if he slides and you 5D it on reaction it will grab him? That sounds amazing!
  17. Scratch that: Useful on block. Landed it against a Teddie player that lives near me. He's really good (awful matchup. D=) I did SB.Agi 236236C and you recover fast enough to do whatever. I landed it twice. Once, he bursted right when I recovered to get rid of the setup, but I rolled through it into 5C. The second he tried throwing me out of my roll, but instead I got 5AA into whatever. It was hot. It's also useful to use against Teddie's unblockable super for the invincibility, but use Mudoon since it lasts longer.
  18. So until recently I had issues with doing AOA OMC Ghastly Wail combos, but I found something fun about buffering with this command interpreter: As long as the input has been put in within X amount of time, it will still read it. For instance, her SB.Agi > Diarahan combos I've been doing 214C+D 214214A but you can do 214C+D 214A and it'll go off fine. So what I'm doing for those AOA OMC Ghastly Wail combos is 214B AOA 214OMC 214C to make the motion more fluid.
  19. I don't recommend doing it on block, but as Oki it's useful. On block you leave yourself + as Elizabeth, but Thanatos still has to recover so be careful. Fun note: friend of mine said that if Thanatos gets hit while Mahamaon is going off (Elizabeth blocks the attack) that I don't lose a Persona card. I didn't see this for myself, but three other friends said it happened.
  20. Ha! I messed around with this a little bit! Did you know you can OMC after the first hit of 5C, but the second hit will still go through? It looks like 5C(1) OMC (2) You can dash in and do whatever you want.
  21. I was messing around with the setup a lot more, and I noticed some things: -You cannot use Mamudoon unless you don't mind simply having SB.Agi knockdown. Mamudoon is easier to hit confirm into, however. (goes off faster because it has a longer cast time) -If the initial combo for the setup is 5AA 5B sweep SB.Garu 5B 5C(2) 2C 214B SB.Agi Mahamaon sweep, the final sweep won't knockdown (at least against Yukiko). Mayhaps there's an air unblockable setup with this WITHOUT Mahamaon involved. I know without Mahamaon, you can 5D and catch anyone who techs on the ground. Some thoughts. Requires testing.
  22. This is midscreen. Like, dead center midscreen. There's a lot of characters she can't kill from highly prorated combos midscreen, which is what the SB.Agi 236236C setup is for. Use SB.Garu as you see fit: if you need to cross up in order to get them into the Mahamaon, use SB.Garu. If not, you can get away with D.Garu and just walking forward through Agi to get them on the other side. You can also attempt a standard reset here from SB.Agi 5C(1) j.D to airthrow. The Mahamaon is there to secure a kill if you start a really highly prorated combo, and to force your opponent to react. The threat is huge and I don't think anyone in their right mind would simply ignore it. Making your opponent fidget is just as important (maybe moreso) that straight up mixups. (see: staggers)
  23. Slide loses to Garu. If you see slide, do Garu and get a juicy 7k combo.
  24. Placing Mahamaon on the ground in this instance is quite useful. She heals a small bit of health, but you get field control. After placing out Mahamaon, there's a huge threat on the screen. She has to hit you at some point, so she'll either stop using Dia right then, or she'll wait for you to get closer in which case she puts herself into a guessing situation. If she guesses wrong, she loses the round and Dia was worthless. And lets be honest. Liz never has a shortage of meter, so using 50 SP for a threat like this is quite worth it.
  25. A gimmick I found yesterday, costs 75-100 meter to do depending on how long it takes you, but is instant kill if you land a hit on oki. hitconfirm combo into xxx 5C(2) 2C 214B SB.Agi Mahamaon > sweep. This gives you sweep knockdown with a mahamaon very close to you. This gives you VERY threatening oki: if you land a hit, you instant kill. Depending on the situation. 5D(CH) wallbounce 5B sweep D.Garu 2A 5B 5C(2) 2C 214B SB.Agi j.C (combos into Mahamaon) (100 SP total for setup and combo) 5D(non-CH) 5B Sweep SB.Garu[3] 2A 5B 5C(2) 2C 214B SB.Agi j.C (combos into Mahamaon) (125 SP total for setup and combo) 5AA 5B sweep SB.Garu[3] (crossunder) 2A 5B 5C(2) 2C 214B SB.Agi j.C (125 SP) 2A sweep bnb (125 SP) 2B j.C SB.Garu etc... (125 SP) IAD j.A bnb (125 SP) Pretty much, you can do whatever you want. It's actually quite easy to land a hit here; the enemy will be antsy and any hit (granted you have SOME meter) gives you the instant kill. If you don't have enough meter right away, you can still combo them right back on top of Mahamaon and go for mixups, like simply rolling behind them for a mahamaon crossup. I've gotten quite a lot of wins off these setups. You really need to read your opponent though.
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